Method and device for processing game props and electronic terminal
Patent Information
- Application Number
- CN202210273248.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-03-18
- Publication Date
- 2026-08-18
- Estimated Expiration
- 2042-03-18
AI Technical Summary
[0004]本申请的目的在于提供一种游戏道具的处理方法、装置以及电子终端,以缓解玩家对复活后角色的控制操作效率较低的技术问题
[0037]This application provides a method, apparatus, and electronic terminal for processing game items. In response to a first virtual character being in a state awaiting resurrection in a game scene, the method displays at least one pre-specified resurrection item corresponding to the first virtual character in a graphical user interface. The resurrection item refers to a game item that the first virtual character can equip after resurrection. Then, in response to a selection operation for the resurrection item, the method determines that the selected resurrection item is the target resurrection item. Furthermore, in response to a resurrection event in the game scene, the method controls the first virtual character to resurrect in the game scene carrying the target resurrection item. In this solution, when a player-controlled character is defeated and needs to revive, the system can display at least one pre-designated revival item available for that character in the graphical user interface for the player to choose from. The system then responds to the player's selection of the target revival item, determining the target revival item the character will have upon revival. When the character officially revives in the game, they will possess that target revival item, allowing players to choose their own revival item. This avoids the issue of the system randomly assigning items upon revival, which could affect the player's control of the character. It reduces the difficulty of controlling the revived character, improves the efficiency of player control, enhances the player's gaming experience, and alleviates the technical problem of low efficiency in controlling the revived character.
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Figure CN116785696B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and in particular to a method, device, and electronic terminal for processing items in games. Background Technology
[0002] In games like Naraka: Bladepoint and Apex Legends, after a player character is defeated by an enemy character, they can revive themselves within a certain timeframe. Upon revival, the player character will randomly receive several items. For example, if a player-controlled character dies after being killed by an enemy character, the system can randomly assign the player-controlled character a basic armor, a melee weapon, and a ranged weapon upon revival.
[0003] However, the current method of handling items after a character's resurrection makes it difficult for players to control their characters after resurrection, affecting the efficiency of their control and ultimately impacting their gaming experience. Summary of the Invention
[0004] The purpose of this application is to provide a method, device, and electronic terminal for processing game items, so as to alleviate the technical problem of low efficiency in controlling the resurrected character.
[0005] In a first aspect, embodiments of this application provide a method for handling items in a game, providing a graphical user interface through a terminal device. The game scene includes a first virtual character controlled by the terminal device. When the first virtual character dies in the game scene, it is configured to be in a state awaiting resurrection. The first virtual character in the state awaiting resurrection loses at least some of its items. The method includes:
[0006] In response to the first virtual character being in the state of waiting to be revived in the game scene, at least one revival item corresponding to the first virtual character is displayed in the graphical user interface, wherein the revival item refers to a game item that the first virtual character can equip after being revived;
[0007] In response to the selection operation for the resurrection item, the resurrection item corresponding to the selection operation is determined to be the target resurrection item;
[0008] In response to the resurrection event of the first virtual character in the game scene, control the first virtual character to resurrect in the game scene carrying the target resurrection item.
[0009] In one possible implementation, it also includes:
[0010] In response to a specified operation on the settings controls for the game, a settings sub-interface for the game is displayed in the graphical user interface;
[0011] In response to the resurrection item setting operation for the settings sub-interface, it is determined that the resurrection item set in the resurrection item setting operation is a pre-specified resurrection item corresponding to the first virtual character.
[0012] In one possible implementation, the step of displaying at least one pre-specified resurrection item corresponding to the first virtual character in the graphical user interface in response to the first virtual character being in the resurrection-awaited state in the game scene includes:
[0013] In response to the first virtual character being in the state of waiting to be revived in the game scene, an item selection control is displayed in the graphical user interface;
[0014] In response to a trigger operation on the item selection control, all items in the game scene are displayed in the graphical user interface.
[0015] In one possible implementation, the step of displaying at least one pre-specified resurrection item corresponding to the first virtual character in the graphical user interface in response to the first virtual character being in the resurrection-awaited state in the game scene includes:
[0016] In response to the first virtual character being in the state of awaiting resurrection in the game scene, a first item type causing the death event is determined, and the first item type is determined to be a pre-specified resurrection item corresponding to the first virtual character; wherein, the death event is the death event causing the first virtual character in the state of awaiting resurrection;
[0017] At least one of the resurrection items is displayed in the graphical user interface.
[0018] In one possible implementation, the step of displaying at least one pre-specified resurrection item corresponding to the first virtual character in the graphical user interface in response to the first virtual character being in the resurrection-awaited state in the game scene includes:
[0019] In response to the first virtual character being in the state of awaiting resurrection in the game scene, the second item type of the second virtual character that caused the death event is determined, and the second item type is determined to be a pre-specified resurrection item corresponding to the first virtual character; wherein, the death event is the death event that causes the first virtual character in the state of awaiting resurrection;
[0020] At least one of the resurrection items is displayed in the graphical user interface.
[0021] In one possible implementation, the step of displaying at least one pre-specified resurrection item corresponding to the first virtual character in the graphical user interface in response to the first virtual character being in the resurrection-awaited state in the game scene includes:
[0022] In response to the first virtual character being in the state of waiting to be revived in the game scene, it is determined that the proportion of the number of items possessed by the virtual character in the game scene is greater than a preset proportion of a third item type, and the third item type is determined as a pre-specified revival item corresponding to the first virtual character;
[0023] At least one of the resurrection items is displayed in the graphical user interface.
[0024] In one possible implementation, the step of displaying at least one pre-specified resurrection item corresponding to the first virtual character in the graphical user interface in response to the first virtual character being in the resurrection-awaited state in the game scene includes:
[0025] In response to the first virtual character being in the waiting-to-be-revived state in the game scene, a fourth item type is determined to have a historical item usage count greater than a preset number, and the fourth item type is determined to be a pre-specified revival item corresponding to the first virtual character;
[0026] At least one of the resurrection items is displayed in the graphical user interface.
[0027] In one possible implementation, the step of displaying at least one pre-specified resurrection item corresponding to the first virtual character in the graphical user interface in response to the first virtual character being in the resurrection-awaited state in the game scene includes:
[0028] In response to the first virtual character being in the state of waiting to be revived in the game scene, the fifth item type of the virtual character in the game scene that has defeated more characters than the preset number of characters is determined, and the fifth item type is determined as the revival item corresponding to the first virtual character in a pre-specified manner;
[0029] At least one of the resurrection items is displayed in the graphical user interface.
[0030] Secondly, a device for handling in-game items is provided, which provides a graphical user interface via a terminal device. The game scene includes a first virtual character controlled by the terminal device. When the first virtual character dies in the game scene, it is configured to be in a state awaiting resurrection, and the first virtual character in the state awaiting resurrection loses at least some of its items. The device includes:
[0031] The display module is configured to, in response to the first virtual character being in the state of awaiting resurrection in the game scene, display at least one pre-specified resurrection item corresponding to the first virtual character in the graphical user interface, wherein the resurrection item refers to a game item that the first virtual character can equip after resurrection.
[0032] A determination module is configured to, in response to a selection operation for the resurrection item, determine that the resurrection item corresponding to the selection operation is the target resurrection item;
[0033] A control module is configured to respond to a resurrection event of the first virtual character in the game scene and control the first virtual character to resurrect in the game scene carrying the target resurrection item.
[0034] Thirdly, embodiments of this application provide an electronic terminal, including a memory and a processor. The memory stores a computer program that can run on the processor, and the processor executes the computer program to implement the steps of the method described in the first aspect above.
[0035] Fourthly, embodiments of this application also provide a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to perform the method described in the first aspect above.
[0036] The embodiments of this application bring the following beneficial effects:
[0037] This application provides a method, apparatus, and electronic terminal for processing game items. In response to a first virtual character being in a state awaiting resurrection in a game scene, the method displays at least one pre-specified resurrection item corresponding to the first virtual character in a graphical user interface. The resurrection item refers to a game item that the first virtual character can equip after resurrection. Then, in response to a selection operation for the resurrection item, the method determines that the selected resurrection item is the target resurrection item. Furthermore, in response to a resurrection event in the game scene, the method controls the first virtual character to resurrect in the game scene carrying the target resurrection item. In this solution, when a player-controlled character is defeated and needs to revive, the system can display at least one pre-designated revival item available for that character in the graphical user interface for the player to choose from. The system then responds to the player's selection of the target revival item, determining the target revival item the character will have upon revival. When the character officially revives in the game, they will possess that target revival item, allowing players to choose their own revival item. This avoids the issue of the system randomly assigning items upon revival, which could affect the player's control of the character. It reduces the difficulty of controlling the revived character, improves the efficiency of player control, enhances the player's gaming experience, and alleviates the technical problem of low efficiency in controlling the revived character. Attached Figure Description
[0038] To more clearly illustrate the technical solutions in the specific embodiments of this application or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this application. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0039] Figure 1 This is a schematic diagram illustrating an application scenario provided in the embodiments of this application;
[0040] Figure 2 This paper shows a schematic diagram of the structure of an electronic terminal provided in an embodiment of this application;
[0041] Figure 3 This is a schematic diagram illustrating a usage scenario of a touch terminal provided in an embodiment of this application;
[0042] Figure 4 A flowchart illustrating a method for processing game items provided in an embodiment of this application;
[0043] Figure 5 A schematic diagram of an electronic terminal displaying a graphical user interface, provided for an embodiment of this application;
[0044] Figure 6A schematic diagram of an electronic terminal displaying another graphical user interface, provided for an embodiment of this application;
[0045] Figure 7 A schematic diagram of an electronic terminal displaying another graphical user interface, provided for an embodiment of this application;
[0046] Figure 8 The present application provides a schematic diagram of the structure of a device for processing game items. Detailed Implementation
[0047] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0048] The terms "comprising" and "having," and any variations thereof, used in the embodiments of this application, are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not limited to the steps or units listed, but may optionally include other steps or units not listed, or may optionally include other steps or units inherent to these processes, methods, products, or devices.
[0049] In some existing games, when a player-controlled character is defeated for the first time, they can revive within a certain timeframe. Upon revival, the character is randomly equipped and continues playing. However, due to factors such as player skill level, the randomly assigned equipment may not be suitable for the player, making them vulnerable to being defeated again due to equipment disadvantage, thus negatively impacting the player's gaming experience. Therefore, the high degree of randomness in the use of weapons and other items upon revival increases the difficulty of player control, affecting post-revival gameplay and reducing the efficiency of player control over the revived character.
[0050] Based on this, the embodiments of this application provide a method, device and electronic terminal for processing game props, which alleviates the technical problem of low efficiency in controlling the resurrected character.
[0051] In one embodiment of this application, the method for processing game items can run on a local terminal device or a server. When the method for processing game items runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0052] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of in-game item processing methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0053] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0054] In one possible implementation, this application provides a method for processing game items, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0055] For example, such as Figure 1 As shown, Figure 1 This is a schematic diagram of an application scenario provided by an embodiment of this application. The application scenario may include a touch terminal (e.g., mobile phone 102) and a server 101. The touch terminal can communicate with the server 101 via a wired or wireless network. The touch terminal is used to run a virtual desktop, through which it can interact with the server 101 to control virtual characters within the server 101.
[0056] This embodiment uses a mobile phone 102 as an example to illustrate the touch terminal. The mobile phone 102 includes components such as a radio frequency (RF) circuit 210, a memory 220, a touchscreen 230, and a processor 240. Those skilled in the art will understand that... Figure 2 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine or separate certain components, or have different component arrangements. Those skilled in the art will understand that the touchscreen 230 is a user interface (UI), and the mobile phone 102 may include a user interface with fewer components than shown.
[0057] RF circuit 210 can also communicate wirelessly with networks and other devices. The wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Messaging Service (SMS).
[0058] The memory 220 can be used to store software programs and modules. The processor 240 executes various functional applications and data processing of the mobile phone 102 by running the software programs and modules stored in the memory 220. The memory 220 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, at least one application required for a function, etc.; the data storage area may store data created based on the use of the mobile phone 102, etc. In addition, the memory 220 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0059] The touchscreen 230 can be used to display a graphical user interface and receive user actions on the graphical user interface. Specifically, the touchscreen 230 may include a display panel and a touch panel. The display panel can be configured as a liquid crystal display (LCD), organic light-emitting diode (OLED), or similar device. The touch panel can collect touch or non-touch operations from the user on or near it (e.g., ...). Figure 3 As shown, the user operates on or near the touch panel using their finger 301, stylus, or any suitable object or accessory, generating pre-set operation commands. The touch panel can include a touch detection device and a touch controller. The touch detection device detects the user's touch position and posture, and detects the signals generated by the touch operation, transmitting the signals to the touch controller. The touch controller receives touch information from the touch detection device, converts it into information that the processor can process, and sends it to the processor 240. It can also receive and execute commands from the processor 240. Furthermore, the touch panel can be implemented using various types of technologies, such as resistive, capacitive, infrared, and surface acoustic wave, or any future-developed technology. Further, the touch panel can cover the display panel. The user can operate on or near the touch panel covered by the display panel according to the graphical user interface displayed on the display panel. After detecting the operation on or near the touch panel, the touch panel transmits it to the processor 240 to confirm the user input. Subsequently, the processor 240 responds to the user input by providing corresponding visual output on the display panel. In addition, the touch panel and the display panel can be implemented as two separate components or integrated together.
[0060] The processor 240 is the control center of the mobile phone 102. It connects various parts of the mobile phone through various interfaces and lines. By running or executing software programs and / or modules stored in the memory 220, and calling data stored in the memory 220, it performs various functions of the mobile phone 102 and processes data, thereby monitoring the mobile phone as a whole.
[0061] The embodiments of this application will be further described below with reference to the accompanying drawings.
[0062] Figure 4 This is a flowchart illustrating a method for processing game items according to an embodiment of this application. The method can be applied to terminal devices capable of displaying a graphical user interface (e.g., Figure 2The mobile phone 102 shown provides a graphical user interface through the terminal device. The game scene contains a first virtual character controlled by the terminal device. When the first virtual character dies in the game scene, it is configured to be in a waiting-to-resurrect state. The first virtual character in the waiting-to-resurrect state loses at least some of its items. Figure 4 As shown, the method includes:
[0063] In step S410, in response to the first virtual character being in a state of waiting to be revived in the game scene, at least one pre-specified revival item corresponding to the first virtual character is displayed in the graphical user interface.
[0064] In this embodiment, virtual characters can perform various behaviors in the game scene, such as searching for resources, fighting and killing each other, being in a spirit state after being killed, and being able to revive after being killed. For virtual characters that can be revived (such as the first virtual character in a state of waiting to be revived), multiple revival processes can be implemented. For example, the first virtual character can have several revival opportunities after dying in the game scene. Specifically, firstly, when the first virtual character dies, it becomes a spirit state (i.e., a state of waiting to be revived). The first virtual character in the spirit state drops at least some of its equipment and other items. The player can control the first virtual character in the spirit state to move to a designated revival location such as a revival platform in the game scene to realize the revival process. For example, when the first virtual character is on the revival platform, the graphical user interface displays a revival loading bar. When the revival loading bar is completed, the first virtual character is revived.
[0065] In practical applications, when a player-controlled virtual character is defeated, that character loses its original items. Since these items are lost, they need to be reconfigured. For example, after the first virtual character is defeated in the game, while the first virtual character is waiting to revive, the system can display at least one pre-designated revival item corresponding to the first virtual character in the graphical user interface for the player to choose from.
[0066] In this context, "resurrection items" refers to game items that the first virtual character can equip after resurrection. It's important to note that "resurrection items" refers only to items of the same type, not items with the same level or grade. For example, a knife can encompass many types, such as a large cleaver, a small cleaver, and a kitchen knife; and each type corresponds to different levels. For instance, a large cleaver can correspond to a level 3 large cleaver, a level 2 large cleaver, and a level 1 large cleaver. In this embodiment, the target resurrection item, i.e., the equipable item after resurrection, is generally set to a low-level item, which can be understood as the most basic level item (such as the lowest level 1 large cleaver), only the item type is the same—all are large cleavers.
[0067] For example, such as Figure 5 As shown, the first virtual character is defeated by the enemy while carrying a longsword. The player chooses to revive the first virtual character. During the revival period, the system can display one or more item options 501 corresponding to the first virtual character in the graphical user interface. For example, the system can display three item options: longsword, spear, and broadsword, for the player to choose from.
[0068] Step S420: In response to the first selection operation for the resurrection item, determine that the resurrection item corresponding to the first selection operation is the target resurrection item.
[0069] In practical applications, players can click, long-press, or perform other actions (first selection actions) on the target resurrection item among the resurrection items, and the system can then determine that the resurrection item corresponding to the first selection action is the target resurrection item.
[0070] For example, such as Figure 5 As shown, players can select from three types of items—sword, gun, and knife—and click on the gun type item to determine the lowest-level gun as the target revival item.
[0071] Step S430: In response to the resurrection event of the first virtual character in the game scene, control the first virtual character to resurrect in the game scene with the target resurrection item.
[0072] In practical applications, when the first virtual character is officially resurrected in the game scene, the system will control the first virtual character to resurrect in the game scene carrying the target resurrection item previously selected by the player.
[0073] For example, if a player chooses to use a gun as the target resurrection item, the first virtual character can continue fighting with the gun after resurrecting in the game scene, instead of carrying the sword they were carrying before being defeated.
[0074] In this embodiment, when a player-controlled character is defeated and needs to be resurrected, the system can display at least one pre-specified resurrection item that the character can use in the graphical user interface for the player to choose from. The system can then respond to the player's selection of the target resurrection item and determine the target resurrection item the character will have after resurrection. When the character is officially resurrected in the game, it will have the target resurrection item, allowing the player to choose the item they will carry after resurrection. This avoids the system randomly assigning items during resurrection, which could affect the player's control of the character. It reduces the difficulty of controlling the resurrected character, improves the efficiency of player control, enhances the player's gaming experience, and alleviates the technical problem of low efficiency in player control of the resurrected character.
[0075] The steps described above will be explained in detail below.
[0076] The pre-specified method in step S410 above can include multiple methods. As one example, resurrection items can be pre-set through the settings interface. For instance, directly checking the "Enable Godly" prompt (i.e., virtual characters with a high number of defeated characters in game scenarios, such as God of War or God of Slaughter), will display a resurrection item selection interface after the virtual character dies. This interface will show either the Godly equipment corresponding to the prompt or the pre-set resurrection item for the player to choose from. Another example is to determine, through data statistics, the item used by the virtual character with the most kills in the game at the time of death, the item used by most player-controlled virtual characters, and the item used most frequently by the player's own virtual character in historical data, and then display the aforementioned resurrection item selection interface for the user to choose from. The following sections will describe these two pre-specified methods in detail.
[0077] In some embodiments, players can configure the specific item types corresponding to their first virtual character through the game settings function. This allows for flexible configuration of the items available upon resurrection, meaning players can pre-set the item types and make the items carried after resurrection more consistent with their operating habits. For example, players can open the settings sub-interface to set the item types carried after resurrection. As an example, the method may also include the following steps:
[0078] Step a) In response to a specified operation on the game's settings controls, the game's settings sub-interface is displayed in the graphical user interface.
[0079] Step b) In response to the resurrection item setting operation for the settings sub-interface, determine that the resurrection item set in the resurrection item setting operation is a pre-specified resurrection item corresponding to the first virtual character.
[0080] In practical applications, such as Figure 6 As shown, players can click on the game's settings control 601 (assign an operation), which will cause the system to display the game's settings sub-interface 602 in the graphical user interface. The sub-interface 602 can contain a variety of items. Players can click on a desired item (resurrection item setting operation) to select it as the item set by the resurrection item setting operation, and select the set item as the resurrection item corresponding to the first virtual character.
[0081] For example, such as Figure 6As shown, players can click on the game settings control 601, which will cause the system to display the game settings sub-interface 602 in the graphical user interface. Players can click on the gun to designate it as the item type corresponding to the first virtual character according to their personal operating habits, so that the player can choose to carry the gun when the first virtual character is revived.
[0082] By making the system respond to the player's specified operation on the game's settings controls and displaying the game's settings sub-interface in the graphical user interface, players can determine the item to be set in the resurrection item settings operation in the game's settings sub-interface, and determine the set item as the pre-specified resurrection item corresponding to the first virtual character. This allows players to flexibly set items according to their personal preferences and item proficiency, improving the player's gaming experience.
[0083] Based on steps a) and b) above, players can independently select the designated item for their first virtual character through the game settings. This allows users to pre-set the items, making the items carried by the first virtual character after resurrection more flexible and diverse, giving players more choices. For example, players can open the settings sub-interface and set multiple resurrection items carried after resurrection. As an example, step b) above can specifically include the following steps:
[0084] Step c) In response to a second selection operation for multiple resurrection items in the settings sub-interface, determine the target resurrection item selected by the second selection operation.
[0085] Step d) is to determine the target resurrection item as the pre-specified resurrection item corresponding to the first virtual character.
[0086] For example, such as Figure 6 As shown, players can click on the game's settings control 601, which will cause the system to display the game's settings sub-interface 602 in the graphical user interface. The sub-interface 602 can contain a variety of items. After clicking on a desired item, players can also click on other items (second selection operation), thereby identifying multiple items as the items set in the resurrection item setting operation, and identifying the set items as the pre-specified resurrection items corresponding to the first virtual character.
[0087] In practical applications, such as Figure 6As shown, players can click on the game settings control 601, which will cause the system to display the game settings sub-interface 602 in the graphical user interface. Players can click on the spear to designate it as the item corresponding to the first virtual character according to their personal operating habits. Then, players can click on the sword and knife to designate them as the pre-designated resurrection items corresponding to the first virtual character. This allows players to choose one of the sword, spear, and knife as the target resurrection item when the first virtual character is resurrected.
[0088] By enabling the system to respond to the player's second selection of multiple resurrection items in the settings sub-interface, and determining the target resurrection item selected in the second selection, the system identifies the target resurrection item as a pre-specified resurrection item corresponding to the first virtual character. This allows the player to flexibly select multiple resurrection items as the target resurrection item to carry after resurrection, making the items carried by the first virtual character after resurrection more flexible and diverse, giving players more choices, and improving the player's gaming experience.
[0089] In some embodiments, to allow players to make flexible choices according to the game mode, all types of items can be displayed in the graphical user interface after the item selection control is triggered. As an example, the method may also include the following steps:
[0090] Step e) In response to the first virtual character being in a state of waiting to be revived in the game scene, an item selection control is displayed in the graphical user interface.
[0091] Step f) In response to a triggering action on the item selection control, all items in the game scene are displayed in the graphical user interface.
[0092] By making the system respond to the first virtual character being in a state of waiting to be revived in the game scene, displaying an item selection control for the player in the graphical user interface, and responding to the player's confirmation operation on the item selection control, displaying all items in the game scene in the graphical user interface, the player can flexibly choose from a wider and more comprehensive range of items according to the game situation.
[0093] In some embodiments, the item type designated for the first virtual character may include multiple types, thereby providing players with more and richer choices. Players can flexibly select item types based on their individual skill level and personal preferences. For example, at least one item type designated for the first virtual character includes any one or more of the following:
[0094] The types of items that cause the death of the first virtual character, the types of items possessed by the second virtual character that cause the death of the first virtual character, the types of items in which the proportion of virtual characters possessed in the game scene is greater than the preset proportion, the types of items in which the first virtual character's historical item usage count is greater than the preset count, the types of items possessed by virtual characters in the game scene who have defeated more characters than the preset number of characters, and the types of items possessed by virtual characters encountered by the first virtual character in the game scene.
[0095] As an example, players can choose the type of item that causes the first virtual character to die as the corresponding item type. For instance, if the first virtual character is defeated by a spear, the player can choose a spear as the corresponding item type.
[0096] As another example, players can also choose the type of item that the second virtual character possesses that causes the first virtual character to die. For example, if the first virtual character is defeated by an enemy who has both spear and broadsword as item types, the player can choose spear and broadsword as the corresponding item types.
[0097] As another example, players can also choose the item type in the game scene where the proportion of items possessed by the virtual character is greater than the preset proportion. For example, if most players in the game scene choose to use a spear, then the player can choose a spear as the corresponding item type.
[0098] As another example, players can also choose the item type whose historical usage count for the first virtual character is greater than the preset count. For example, the system can calculate based on historical data that the player has used the spear the most times, and then provide the player with the spear as an option, allowing the player to choose the spear as the corresponding item type.
[0099] As another example, players can also choose the item type of the virtual character that has defeated more characters than the preset number in the game scene. For example, if a virtual character in the game scene defeats 10 other virtual characters (the preset number) with a spear, the system will provide the player with a spear as an option, and the player can choose the spear as the corresponding item type.
[0100] As another example, players can also choose the types of items that the first virtual character encounters in the game scene. For example, if a player has encountered 5 other virtual characters in the game scene, the system can detect the types of items that these 5 other virtual characters have and provide these item types as options for the player. The player can choose one or more of these item types as the corresponding item type.
[0101] In practical applications, such as Figure 7As shown, the system can recommend multiple item types to players simultaneously based on different preset conditions. It can be in a grid-like format, with all weapons placed in the grids for players to click and select.
[0102] By allowing the first virtual character to be associated with a variety of item types, players have more and richer choices. Players can flexibly select item types based on their skill level and personal preferences, thus improving the player's gaming experience.
[0103] In some embodiments, the system can provide players with a variety of item types to choose from, allowing players to flexibly select the item type carried by the first virtual character after resurrection. For example, players can select the item type that caused the first virtual character's death as the item type carried by the first virtual character after resurrection. Exemplarily, step S410 above may specifically include the following steps:
[0104] Step g), in response to the first virtual character being in a state of waiting to be resurrected in the game scene, determine the first item type that caused the death event, and determine the first item type as a pre-specified resurrection item corresponding to the first virtual character.
[0105] Step h) displays at least one resurrection item in the graphical user interface.
[0106] For step g) above, the death event is the death event that causes the first virtual character in the revival state to die.
[0107] For example, if the player's first virtual character is defeated by a gun (the first item type) in the game scene, resulting in death, the player can control the first virtual character to revive in the game scene (in a state of waiting to revive). The system determines that the first virtual character was defeated by a gun, so it can identify the gun as the pre-designated revival item corresponding to the first virtual character and display one or more revival items, including the gun, in the graphical user interface for the player to choose from.
[0108] By responding to the first virtual character being in a state of waiting to be resurrected in the game scene, the system determines the type of the first item that caused the death event and identifies it as a pre-specified resurrection item corresponding to the first virtual character. Then, at least one resurrection item is displayed in the graphical user interface for the player to choose from. This provides players with a wide variety of item types to choose from, allowing them to flexibly select the item type that caused the first virtual character's death as the item type they will carry after resurrection. This prevents the first virtual character from dying again due to the item type, reasonably reduces the difficulty of survival, increases the survival rate, and improves the player's gaming experience.
[0109] As another example, the player can select the item type carried by the enemy virtual character that caused the first virtual character's death as the item type carried by the first virtual character upon resurrection. For example, step S410 above may specifically include the following steps:
[0110] Step i) In response to the first virtual character being in a state of waiting to be resurrected in the game scene, determine the second item type possessed by the second virtual character that caused the death event, and determine the second item type as a pre-specified resurrection item corresponding to the first virtual character.
[0111] Step j) Display at least one resurrection item in the graphical user interface.
[0112] For step i) above, the death event is the death event that causes the first virtual character in the revival state to die.
[0113] For example, the player's first virtual character is defeated by an enemy (a second virtual character) with a gun in the game scene, resulting in death. The enemy, in addition to the gun, also carries a knife (a second item type) as a backup item. The player can control the first virtual character to revive in the game scene (in a pending revival state). The system detects that the enemy carries both a gun and a knife, and therefore identifies the gun and knife as pre-designated revival items corresponding to the first virtual character. One or more revival items, including guns and knives, are displayed in the graphical user interface for the player to choose from.
[0114] By responding to the first virtual character being in a state of waiting to be resurrected in the game scene, the system determines the second item type possessed by the second virtual character that caused the death event. This second item type is then designated as a pre-specified resurrection item corresponding to the first virtual character. At least one resurrection item is then displayed in the graphical user interface for the player to choose from, providing a rich selection of item types. This allows players to flexibly select the second item type possessed by the second virtual character that caused the first virtual character's death as the item type they will carry upon resurrection. This prevents the first virtual character from being killed again by the second virtual character due to item type, increasing the first virtual character's win rate against the second virtual character, thereby reducing the number of times the first virtual character dies again and improving the player's gaming experience.
[0115] As another example, the player can select the type of item that caused the death of the first virtual character as the type of item the first virtual character carries upon resurrection. For example, step S410 above may specifically include the following steps:
[0116] Step k) In response to the first virtual character being in a state of waiting to be resurrected in the game scene, determine the third item type whose proportion of the number of items possessed by the virtual character in the game scene is greater than the preset proportion, and determine the third item type as the pre-specified resurrection item corresponding to the first virtual character.
[0117] Step 1) Display at least one resurrection item in the graphical user interface.
[0118] For example, if a player's first virtual character is defeated by an enemy in the game and dies, the player can control that character to revive (in a pending revival state). If the system detects that over 50% of the virtual characters in the game are carrying a knife (a third item type), it can identify the knife as the pre-designated revival item for the first virtual character. The system will then display one or more target revival item types, including the knife, as options in the graphical user interface for the player to choose from. The system can detect all virtual characters in the current game, those still alive, or virtual characters within a certain range of the first virtual character.
[0119] In practical applications, the system can statistically analyze the types of items carried by other virtual characters in the game scene and recommend the most frequently carried item type to the player. For example, if most players in the game choose to carry a knife, the system can identify the knife as a pre-designated resurrection item corresponding to the first virtual character. It should be noted that the preset percentage can be any value and can be preset by the player or the system; this embodiment does not impose any restrictions.
[0120] By responding to the first virtual character being in a state of waiting to be resurrected in the game scene, the system determines the third item type in the game scene whose item quantity ratio is greater than a preset ratio. This third item type is then designated as the resurrection item corresponding to the first virtual character. At least one resurrection item is then displayed in the graphical user interface for the player to choose from. This provides players with a wide variety of item types to choose from, allowing them to flexibly select the third item type that the surviving virtual character in the game scene has a higher proportion of as their resurrected item type. This makes the resurrected character less likely to be defeated, increases the survival rate of the first virtual character after resurrection, and improves the player's gaming experience.
[0121] As another example, players can select the most frequently used item type in the current game as the item type carried by the first virtual character after resurrection, facilitating player control after character resurrection. For example, step S410 above may specifically include the following steps:
[0122] Step m), in response to the first virtual character being in a state of waiting to be resurrected in the game scene, determine the fourth item type whose historical item usage count is greater than the preset count, and determine the fourth item type as the pre-specified resurrection item corresponding to the first virtual character.
[0123] Step n), display at least one resurrection item in the graphical user interface.
[0124] For example, a player-controlled virtual character is defeated by an enemy in the game scene, resulting in death. The player can control the first virtual character to revive in the game scene (awaiting revival state). The system detects that the first virtual character has been carrying a repeating crossbow (fourth item type) more than 10 times in the past game history (preset number of times). Therefore, the repeating crossbow can be identified as the pre-designated revival item corresponding to the first virtual character, and the graphical user interface will display item options corresponding to one or more target revival item types, including the repeating crossbow, for the player to select. It should be noted that the preset number of times can be any value and can be preset by the player or the system; this application embodiment does not impose any restrictions.
[0125] By responding to the first virtual character being in a state of waiting to be resurrected in the game scene, the system determines the fourth item type whose historical item usage count exceeds a preset number. This fourth item type is then designated as the pre-specified resurrection item corresponding to the first virtual character. At least one resurrection item is then displayed in the graphical user interface for the player to choose from, providing a rich selection of item types. This allows players to flexibly select the item type most frequently used by the first virtual character as the item type they carry after resurrection. This makes the player more quickly familiar with and adapts to using the item after resurrection, making them less vulnerable to defeat. Ultimately, this improves the survival rate of the first virtual character after resurrection and enhances the player's gaming experience.
[0126] As another example, players can choose the most advantageous item type in the current game as the item type carried by the first virtual character after resurrection, such as the item type possessed by virtual characters who have won more games in the game scene. For example, step S410 above may specifically include the following steps:
[0127] Step o), in response to the first virtual character being in a state of waiting to be revived in the game scene, determine the fifth item type of the virtual character in the game scene whose number of defeated characters is greater than the preset number of characters, and determine the fifth item type as the pre-specified revival item corresponding to the first virtual character.
[0128] Step p) displays at least one resurrection item in the graphical user interface.
[0129] For example, if a player's first virtual character is defeated by an enemy in the game scene, resulting in death, the player can control this character to revive in the game scene (in a state awaiting revival). If the system detects that a virtual character in the game scene has defeated more than 10 other virtual characters (the preset number of characters) using a cannon (the fifth item type), the system can determine the cannon as the most advantageous item type in the current game and display item options, including the cannon and one or more target revival item types, in the graphical user interface for the player to choose from. It should be noted that the preset number of characters can be any value and can be pre-set by the player or the system; this embodiment does not impose any limitations.
[0130] By responding to the first virtual character being in a state of waiting to be resurrected in the game scene, the system determines the fifth item type possessed by virtual characters who have defeated more characters than a preset number in the game scene. This fifth item type is then designated as the resurrection item corresponding to the first virtual character. At least one resurrection item is displayed in the graphical user interface for the player to choose from, providing a rich selection of item types. Players can flexibly choose the fifth item type possessed by characters with a higher number of victories in the game (such as war gods or celestial gods) as the item type they carry after resurrection. By using this more advantageous item type, the first virtual character is less likely to be defeated after resurrection, increasing the survival rate of the first virtual character after resurrection and improving the player's gaming experience.
[0131] As another example, players can select the type of item encountered in the current game session as the type of item carried by the first virtual character after resurrection. For instance, step S410 above may specifically include the following steps:
[0132] Step q): In response to the first virtual character being in a state of waiting to be revived in the game scene, determine the sixth item type of the virtual character that the first virtual character comes into contact with in the game scene, and determine the sixth item type as a pre-specified revival item corresponding to the first virtual character.
[0133] Step r) displays at least one resurrection item in the graphical interface.
[0134] For example, if the player's first virtual character is defeated by an enemy in the game scene, resulting in death, the player can control the first virtual character to revive in the game scene (awaiting revival). If the system detects that the first virtual character has encountered three other virtual characters in the game, and these three other virtual characters are carrying a longsword, a spear, and a broadsword (the sixth item type), the system can display item options corresponding to one or more target revival item types, including longswords, spears, and broadswords, in the graphical user interface for the player to choose from.
[0135] By responding to the first virtual character being in a state of waiting to be resurrected in the game scene, the system determines the sixth item type possessed by the virtual character that the first virtual character encounters in the game scene, and identifies the sixth item type as a pre-specified resurrection item corresponding to the first virtual character. Then, at least one resurrection item is displayed in the graphical user interface for the player to choose from, providing players with a variety of item types to choose from. This allows players to flexibly select the type of item that the first virtual character carries after resurrection, thus improving the player's gaming experience.
[0136] In some embodiments, during the resurrection process of the first virtual character, the player can select multiple resurrection item types as the target resurrection item carried after resurrection. This makes the target resurrection item carried after the first virtual character's resurrection more flexible and diverse, giving the player more choices. For example, the player can select multiple target resurrection items by clicking on them. As an example, step S420 above may specifically include the following steps:
[0137] Step s), in response to a first selection operation for multiple resurrection items, identifies the multiple resurrection items selected by the first selection operation as the target resurrection item.
[0138] For example, such as Figure 5 As shown, after the first virtual character is defeated in the game scene, the player chooses to revive it. During the revival period, the system can display one or more item options 501 corresponding to the first virtual character in the graphical user interface. For example, it can display three item options: sword, gun, and knife, for the player to choose from. The player can click on multiple target revival item options (first selection operation) to determine the selected revival items as the target revival items. For example, the player can click on the three item options: sword, gun, and knife, thus determining these three revival items as the target revival items.
[0139] By enabling the system to respond to a player's first choice of multiple resurrection items, determine the selected resurrection items, and designate them as target resurrection items, players can choose multiple target resurrection items as the type of items they carry after resurrection during the first virtual character's resurrection process. This makes the types of items carried by the first virtual character after resurrection more flexible and diverse, giving players more choices and improving their gaming experience.
[0140] Figure 8 A schematic diagram of a device 800 for processing game items is provided. This device can be applied to an electronic terminal capable of running game programs. The terminal device provides a graphical user interface. The game scene includes a first virtual character controlled by the terminal device. When the first virtual character dies in the game scene, it is configured to be in a state awaiting resurrection. The first virtual character in the awaiting resurrection state loses at least some of its items. For example... Figure 8 As shown, the item processing device 800 in the game includes:
[0141] The first display module 801 is used to display at least one pre-specified resurrection item corresponding to the first virtual character in the graphical user interface in response to the first virtual character being in a state of waiting to be resurrected in the game scene. The resurrection item refers to a game item that the first virtual character can equip after being resurrected.
[0142] The first determining module 802 is used to respond to a first selection operation for a resurrection item and determine the resurrection item corresponding to the first selection operation as the target resurrection item.
[0143] The control module 803 is used to respond to the resurrection event of the first virtual character in the game scene and control the first virtual character to resurrect in the game scene with the target resurrection item.
[0144] In some embodiments, the apparatus further includes:
[0145] The second display module is used to display the game's settings sub-interface in the graphical user interface in response to a specified operation of the game's settings controls.
[0146] The second determining module is used to respond to the resurrection item setting operation for the setting sub-interface and determine that the resurrection item set in the resurrection item setting operation is a pre-specified resurrection item corresponding to the first virtual character.
[0147] In some embodiments, it also includes:
[0148] The third display module is used to display an item selection control in the graphical user interface in response to the first virtual character being in a state of waiting to be revived in the game scene;
[0149] The fourth display module is used to display all items in the game scene in the graphical user interface in response to a trigger operation on the item selection control.
[0150] In some embodiments, the display module 801 is specifically used for:
[0151] In response to the first virtual character being in a state of waiting to be resurrected in the game scene, the type of the first item that caused the death event is determined, and the first item type is determined to be a pre-specified resurrection item corresponding to the first virtual character; wherein, the death event is the death event that causes the first virtual character in the state of waiting to be resurrected;
[0152] Display at least one resurrection item in the graphical user interface.
[0153] In some embodiments, the display module 801 is specifically used for:
[0154] In response to the first virtual character being in a state of waiting to be resurrected in the game scene, the second item type of the second virtual character that caused the death event is determined, and the second item type is determined to be a pre-specified resurrection item corresponding to the first virtual character; wherein, the death event is the death event that causes the first virtual character to be in a state of waiting to be resurrected;
[0155] Display at least one resurrection item in the graphical user interface.
[0156] In some embodiments, the display module 801 is specifically used for:
[0157] In response to the first virtual character being in a state of waiting to be revived in the game scene, a third item type is determined to be the one whose proportion of the number of items possessed by the virtual character in the game scene is greater than a preset proportion, and the third item type is determined to be the revival item corresponding to the first virtual character as specified in advance.
[0158] Display at least one resurrection item in the graphical user interface.
[0159] In some embodiments, the display module 801 is specifically used for:
[0160] In response to the first virtual character being in a state of waiting to be revived in the game scene, the fourth item type is determined to be the first virtual character's historical item usage count greater than the preset count, and the fourth item type is determined to be the pre-specified revival item corresponding to the first virtual character;
[0161] Display at least one resurrection item in the graphical user interface.
[0162] In some embodiments, the display module 801 is specifically used for:
[0163] In response to the first virtual character being in a state of waiting to be revived in the game scene, the fifth item type of the virtual character in the game scene that has defeated more characters than the preset number of characters is determined, and the fifth item type is determined to be the pre-specified revival item corresponding to the first virtual character;
[0164] Display at least one resurrection item in the graphical user interface.
[0165] The device for processing game items provided in this application embodiment has the same technical features as the method for processing game items provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.
[0166] Corresponding to the above-described method for handling items in the game, this application also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to perform the steps of the above-described method for handling items in the game.
[0167] The device for processing game items provided in this application embodiment can be specific hardware on a device or software or firmware installed on the device. The device provided in this application embodiment has the same implementation principle and technical effects as the foregoing method embodiments. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the foregoing method embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can all be referred to the corresponding processes in the above method embodiments, and will not be repeated here.
[0168] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0169] For example, the flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods, and computer program products according to various embodiments of this application. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram and / or flowchart, and combinations of blocks in block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.
[0170] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0171] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0172] If the aforementioned function is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the game item processing method described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0173] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.
[0174] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.
Claims
1. A method for handling items in a game, characterized in that, A graphical user interface is provided through a terminal device. The game scene includes a first virtual character controlled by the terminal device. When the first virtual character dies in the game scene, it is configured to be in a state of waiting to be resurrected. The first virtual character in the state of waiting to be resurrected loses at least some of its items; including: In response to the first virtual character being in the state of waiting to be revived in the game scene, at least one revival item corresponding to the first virtual character is displayed in the graphical user interface, wherein the revival item refers to a game item that the first virtual character can equip after being revived; In response to the selection operation for the resurrection item, the resurrection item corresponding to the selection operation is determined to be the target resurrection item; In response to the resurrection event of the first virtual character in the game scene, control the first virtual character to resurrect in the game scene carrying the target resurrection item.
2. The method for processing game items according to claim 1, characterized in that, Also includes: In response to a specified operation on the settings controls for the game, a settings sub-interface for the game is displayed in the graphical user interface; In response to the resurrection item setting operation for the settings sub-interface, it is determined that the resurrection item set in the resurrection item setting operation is a pre-specified resurrection item corresponding to the first virtual character.
3. The method for processing game items according to claim 1, characterized in that, Also includes: In response to the first virtual character being in the state of waiting to be revived in the game scene, an item selection control is displayed in the graphical user interface; In response to a trigger operation on the item selection control, all items in the game scene are displayed in the graphical user interface.
4. The method for processing game items according to claim 1, characterized in that, In response to the first virtual character being in the pending resurrection state in the game scene, displaying at least one pre-specified resurrection item corresponding to the first virtual character in the graphical user interface includes: In response to the first virtual character being in the state of awaiting resurrection in the game scene, a first item type causing the death event is determined, and the first item type is determined to be a pre-specified resurrection item corresponding to the first virtual character; wherein, the death event is the death event causing the first virtual character in the state of awaiting resurrection; At least one of the resurrection items is displayed in the graphical user interface.
5. The method for processing game items according to claim 1, characterized in that, In response to the first virtual character being in the pending resurrection state in the game scene, displaying at least one pre-specified resurrection item corresponding to the first virtual character in the graphical user interface includes: In response to the first virtual character being in the state of awaiting resurrection in the game scene, the second item type of the second virtual character that caused the death event is determined, and the second item type is determined to be a pre-specified resurrection item corresponding to the first virtual character; wherein, the death event is the death event that causes the first virtual character in the state of awaiting resurrection; At least one of the resurrection items is displayed in the graphical user interface.
6. The method for processing game items according to claim 1, characterized in that, In response to the first virtual character being in the pending resurrection state in the game scene, displaying at least one pre-specified resurrection item corresponding to the first virtual character in the graphical user interface includes: In response to the first virtual character being in the state of waiting to be revived in the game scene, it is determined that the proportion of the number of items possessed by the virtual character in the game scene is greater than a preset proportion of a third item type, and the third item type is determined as a pre-specified revival item corresponding to the first virtual character; At least one of the resurrection items is displayed in the graphical user interface.
7. The method for processing game items according to claim 1, characterized in that, In response to the first virtual character being in the pending resurrection state in the game scene, displaying at least one pre-specified resurrection item corresponding to the first virtual character in the graphical user interface includes: In response to the first virtual character being in the waiting-to-be-revived state in the game scene, a fourth item type is determined to have a historical item usage count greater than a preset number, and the fourth item type is determined to be a pre-specified revival item corresponding to the first virtual character; At least one of the resurrection items is displayed in the graphical user interface.
8. The method for processing game items according to claim 1, characterized in that, In response to the first virtual character being in the pending resurrection state in the game scene, displaying at least one pre-specified resurrection item corresponding to the first virtual character in the graphical user interface includes: In response to the first virtual character being in the state of waiting to be revived in the game scene, the fifth item type of the virtual character in the game scene that has defeated more characters than the preset number of characters is determined, and the fifth item type is determined as the revival item corresponding to the first virtual character in a pre-specified manner; At least one of the resurrection items is displayed in the graphical user interface.
9. A device for processing game items, characterized in that, A graphical user interface is provided through a terminal device. The game scene includes a first virtual character controlled by the terminal device. When the first virtual character dies in the game scene, it is configured to be in a state of waiting to be resurrected. The first virtual character in the state of waiting to be resurrected loses at least some of its items; including: The display module is configured to, in response to the first virtual character being in the state of awaiting resurrection in the game scene, display at least one pre-specified resurrection item corresponding to the first virtual character in the graphical user interface, wherein the resurrection item refers to a game item that the first virtual character can equip after resurrection. A determination module is configured to, in response to a selection operation for the resurrection item, determine that the resurrection item corresponding to the selection operation is the target resurrection item; A control module is configured to respond to a resurrection event of the first virtual character in the game scene and control the first virtual character to resurrect in the game scene carrying the target resurrection item.
10. An electronic terminal, comprising a memory and a processor, wherein the memory stores a computer program executable on the processor, characterized in that, When the processor executes the computer program, it implements the steps of the method for processing game items as described in any one of claims 1 to 8.
11. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to perform the method for processing game items as described in any one of claims 1 to 8.
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